Hi, @wZaymish here. Today I’ll be giving some tips on making good gameplay in SGD, and how to make difficult gameplay. If this gets enough likes/views, I’ll make one for deco as well. It’s a bit messy though :/ [ [ Intro ] ] Many difficult levels are difficult because of a few reasons. Those are as follows: - Tight timings - Many less tight inputs in a short amount of time or at a fast speed (aka controlled spam/flow gameplay) - Spam - Memory - Nerve control (easier part/slow paced part near end of a long level) If you want to make a level easier or harder, simply add more of these gameplay mechanics. Before you start creating a difficult level, first pick one skillset from the above mentioned and try to focus around that one most, and the others much less. This leads to more fun gameplay to those who really want to beat your level. Remember that while music-sync is important, try to keep the gameplay interesting without relying entirely on click-sync (syncing every click to the music). Instead, start by planning speed portals that follow the song and build gameplay around them, adjusting as you go. [ [ Cube ( and sometimes robot) ] ] Depending on difficulty, some gimmicks will work better than others, double-clicks (here this means two clicks in quick succession, usually less than 2 frames apart) can work well in half-speed or 1x speed gameplay of insane-extreme demon, but on lower difficulties/higher speeds are very annoying. Additionally, remember to not overuse slightly buggy or unpredictable features such as slopes and blue pads without a block behind them. Some things that are very good to use in difficult levels include late orb timings, tight jumps, dual with another game mode such as ball or robot, or fast, flowy gameplay. Try not to include things such as jumping on to a pad late, necessary doubleclicks, timings that are offscreen (unsightreadable gameplay), and too many unique types of jumps or gameplay. If your level is mostly memory, then very unique jumps or types of gameplay with many gravity changes can make levels very fun. Be careful not to make anything invisible however, because that just makes it hard to to sight-read/learn consistently. As a general rule of thumb, if its not memory, it has to be readable enough that if you had seen the level for the first time, you would know what to do. If someone isn’t able to see a jump or input at least half a second before it happens, it usually will need to be removed. more coming soon
read above, and : https://scratch.mit.edu/projects/825865734/